Fast Healing (Ex): A flameskull heals 2 points of damage each round, so long as it has at least 1 hit point remaining.

Rejuvenation (Su): A destroyed flameskull rejuvenates at its full normal hit points in 1 hour, even if smashed to pieces. To prevent rejuvenation, its remains must be sprinkled with a vial of holy water or subjected to a dispel magic, dispel evil, or remove curse spell. The flameskull’s caster level is 14th for the purpose of a dispel check.

Σημειώσεις 5ης έκδοσης:Magic Resistance: The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation: If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on it remains or a dispel magic or remove curse spell is cast on them

Spellcasting: The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to his with spell attacks). It needs only verbal components to cast its spells. The flameskull knows the following spells from the wizard’s spell list:

Cantrip (at will): mage hand

1st level (3 slots): magic missile, shield

2nd level (2 slots): blur, flaming sphere

3rd level (1 slot): fireball

Multiattack: The flameskull makes two attacks with its Fire Ray.

GHOUL

Less paralyze, stinkier, still no brain.

Σημειώσεις 3ης/3.5 έκδοσης:Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Σημειώσεις 5ης έκδοσης:Paralysis: If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The creature can repea the saving throw at the end of each of its turns, ending the effect early on a success.

GIANT SPIDER

Σημειώσεις 4ης έκδοσης:Death from Above (standard; at-will): The deathjump spider leaps at its prey, shifting 6 squares and making a bite attack. On a hit, it deals an extra 1d6 damage and also knocks the target prone.

Soft Fall: The deathjump spider ignores the first 30 feet when determining damage from a fall.

Σημειώσεις 5ης έκδοσης:Poison: The target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison reduces the target to 0 hit points, tha target is stable but poisoned for 1 hour, and paralyzed while poisoned this way.

Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30 ft./60 ft., on creature. Hit: The creature is trestrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5, vulnerable to fire damag; immune to bludgeoning, poison and psychic damage).

GOBLIN

Goblins go, goblins die.

Σημειώσεις 3ης/3.5 έκδοσης:N/A

Σημειώσεις 4ης έκδοσης:Short Sword (standard; at-will): The goblin warrior instead deals 2d6+5 damage if it has combat advantage against the target. In addition, the goblin can shift 1 square

Σημειώσεις 5ης έκδοσης:Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on its of its turns.

GRICK

Μεγάλη αηδιαστική σκουληκαντέρα v.5.

Σημειώσεις 3ης/3.5 έκδοσης:N/A

Σημειώσεις 4ης έκδοσης:Expert Flanker: The grick gains a +2 bonus to attack rolls against an enemy it is flanking.

Σημειώσεις 5ης έκδοσης:Stone Camouflage: The Grick has advantage on its Dexterity (Stealth) check when it attempts to hide in rocky terrain.

Multiattack: The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

HOBGOBLIN

Bigger goblin, more stronk, more kill.

Σημειώσεις 3ης/3.5 έκδοσης:N/AΣημειώσεις 4ης έκδοσης:Phalanx Movement (move; at-will): Close burst 1 (allies in the burst). The hobgoblin and each target can shift 1 square as a free action. The target must shift to a square adjacent to the hobgoblin.

Share Shield (triggered when an adjacent ally is hit by an attack against AC or Reflax; at-will): Effect (Immediate Interrupt): The ally gains a +2 bonus to AC and Reflex against the triggering attack.

Distorted Visage: When a nothic cackler moves at least 4 squares during its turn, it gains a +2 bonus to AC and Reflex until the end of its next turn.

Σημειώσεις 5ης έκδοσης:Keen Sight: The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Mutliattack: The nothic makes two attacks with its claws.

Rotting Gaze: The nothic chooses one creature within 30 feet of it that it can see. The target must succeed on a DC 12 Constitution saving throw against this magic or take 3d6 necrotic damage.

Weird Insight: The nothic chooses one creature within 30 feet of it that it can see. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature.

OCHRE JELLY

De Blob, D&D edition.

Σημειώσεις έκδοσης 3/3.5:Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Split (when first bloodied; encounter): The ochre jelly splits into two, each with hit points equal to one half its current hit points. Effects applied to the original ochre jelly do not apply to the second one. An ochre jelly can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter.

Σημειώσεις 5ης έκδοσης:Split: When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

Σημειώσεις 4ης έκδοσης:Hacking Frenzy (standard; recharge 5-6): Attack: Close burst 1 (enemies in the burst); +6 vs. AC. Hit: 1d10+5 damage, and the orc marks the target until the end of the ore’s next turn. Effect: The orc grants combat advantage until the start of its next turn.

SPECTATOR

Σημειώσεις έκδοσης 3/3.5:Eye Rays (Su): Each of a spectator’s four small eyes can produce a magical ray once per round as a free action. During a single round, it can aim only one eye ray at targets in any one 90-degree arc (up, forward, backward, left, right, or down). Each ray has a range of 60 feet and a save DC of 14 (caster level 6th). The save DCs are Charisma-based. The four eye rays include:Fatigue: The target must make a Fortitude save or become fatigued. A fatigued creature that fails to save against this effect becomes exhausted.Inflict Moderate Wounds: This ray works like the spell, causing 2d8+6 points of damage (Will half).Hold Monster: The target must succeed on a Will save or be affected as though by the spell.Telepathy: A spectator can communicate telepathically with its target for the round. As a free action, a spectator can make a suggestion (as the spell; Will negates) to any creature it is currently telepathically speaking to.

Spell Turning (Su): A spectator’s central eye produces a 90-foot cone that reflects any spell cast upon it by a creature within the cone back upon its source. This functions just like spell turning (caster level 6th). Up to one spell can be refl ected per round.

Σημειώσεις 4ης έκδοσης:Ν/Α

Σημειώσεις 5ης έκδοσης:Eye Rays: The spectator uses two of the following eye rays. It can use each ray only once per turn. Each ray targets a creature the spectator can see within 90 feet.Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reaction until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect early on a success. Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect early on a success.Wounding Ray: The target must make a DC 13 Contitution saving throw, taking 310 necrotic damage on a failed save, or half as much damage on a successful one.

Spell Reflection: If the spectator makes a successful saving throw against a spell, or a spell misses it, the spectator can choose another creature within 30 feet of it that it can see. The spell affects the chosen creature instead of the spectator.

STIRGE

Ραδιενέργεια + Ψείρες = Stirges

Σημειώσεις έκδοσης 3/3.5:Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.

Σημειώσεις 4ης έκδοσης:Bite (standard; at-will): 1d4 damage, and the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached stirge doesn’t make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defenses.

Σημειώσεις 5ης έκδοσης:Blood Drain: While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 1d4+3 hit points due to blood loss. The stirge can detach itself by spending 5 feet of it’s movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

Σημειώσεις έκδοσης 3/3.5:Poison (Ex): A twig blight delivers its poison (Fortitude save DC 11) with each successful claw attack. The initial damage is 1 point of Strength damage; there is no secondary damage.

Σημειώσεις 4ης έκδοσης:Blighted Claw (Recharge when the blight uses Invisibility): Attack: Melee 1 (one creature); +7 vs. AC. Hit: 2d6+8 poison damage, and the target is weakened (save ends). Miss: Half damage, and the target is weakened until the end of its next turn.

Σημειώσεις 5ης έκδοσης:False Appearance: The blight resembles a dead shrub. While it remains motioness among vegetation, it can hide without being out of sight.

Σημειώσεις 4ης έκδοσης:Combat Advantage: If the gray wolf has combat advantage against the target, the target is also knocked prone on a hit.

Σημειώσεις 5ης έκδοσης:Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks tha rely on hearing and smell.

Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

WRAITH

Κάσπερ το φαντασματάκι, Nazgul edition.

Σημειώσεις έκδοσης 3/3.5:Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Σημειώσεις 4ης έκδοσης:Shadow Glide (triggered; at-will): Trigger: An attack that does not deal force or radiant damage hits the wraith. Effect (Free Action): The wraith becomes invisible until it hits or misses with an attack or until the end of the encounter. The wraith teleports up to 6 squares and cannot attack until the end of its next turn.

Spawn Wraith: Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.

Σημειώσεις 5ης έκδοσης:Incorporeal Movement: The wraith can move through an object or another creature but can’t stop there.

Life Drain: The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Σημειώσεις 4ης έκδοσης:Flyby Attack (standard; recharge 5-6): The dragon flies up to 10 squares and makes a bite attack at any point during the move without provoking an opportunity attack from the target.

Tail Sweep (immediate reaction, if an adjacent enemy does not move on its turn; at-will): +8 vs. Reflex; 1d8+5 damage, and the target is knocked prone.

Frightful Presence (standard; encounter): Close burst 5; targets enemies; +8 vs. Will; the target is stunned until the end of the dragon’s next turn. Aftereffect: The target takes a –2 penalty to attack rolls (save ends).

Σημειώσεις 5ης έκδοσης:Multiattack: The dragon makes three attacks, one with its bite and two with its claws.

Σημειώσεις 4ης έκδοσης:Deathless Hunger (encounter; triggered): Trigger: The zombie is reduced to 0 hit points, but not by a critical hit. Effect (No Action): Roll a d20. On a 15 or higher, the zombie is instead reduced to 1 hit point.

Zombie Weakness: Any critical hit to the zombie reduces it to 0 hit points instantly.

Σημειώσεις 5ης έκδοσης:Undead Fortitude: If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.